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Pokoleniya domashnih igrovyh sistem pokoleniya v industrii videoigr Rynok domashnih igrovyh sistem delitsya na pokoleniya V pokolenie obedinyayutsya sistemy konkuriruyushie mezhdu soboj na odnom rynke S momenta poyavleniya v 1972 godu pervyh domashnih konsolej opredeleno devyat pokolenij Ne vse domashnie konsoli otnosyatsya k etim pokoleniyam tolko te kotorye schitayutsya znachimymi klassificiruyutsya po pokoleniyam a takie sistemy kak mikrokonsoli chasto ne vklyuchayutsya v nih Predystoriya i proishozhdenieKak i bolshaya chast bytovoj elektroniki domashnie igrovye pristavki razrabatyvayutsya na osnove uluchsheniya funkcij predlagaemyh bolee rannim produktom za schet dostizhenij novyh tehnologij Dlya igrovyh konsolej eti uluchsheniya obychno proishodyat kazhdye pyat let v sootvetstvii s zakonom Mura soglasno kotoromu priblizitelnyj sovokupnyj pokazatel vychislitelnoj moshnosti udvaivaetsya kazhdye 18 mesyacev ili uvelichivaetsya v desyat raz cherez pyat let Etot ciklicheskij rynok privel k povsemestnomu vnedreniyu angl pri prodazhe konsolej s minimalnoj pribylyu pri poluchenii dohoda ot prodazhi igr sozdannyh dlya etoj konsoli a zatem perehode polzovatelej na sleduyushuyu model konsoli na pyatom godu kogda konsol preemnik vyhodit na rynok Etot podhod vklyuchaet zaplanirovannoe ustarevanie produktov chtoby prodolzhat pobuzhdat potrebitelej k pokupke bolee novyh modelej Iz za dinamiki otrasli mnogie proizvoditeli konsolej vypuskayut svoi novye konsoli primerno v odin i tot zhe period vremeni pri etom ih konsoli obychno predlagayut takuyu zhe vychislitelnuyu moshnost i vozmozhnosti chto i ih konkurenty Etot sistematicheskij rynok sozdal prirodu pokolenij konsolej klassificiruya osnovnye konsoli po etim segmentirovannym periodam vremeni kotorye predstavlyayut konsoli so shozhimi vozmozhnostyami i kotorye delyat odno i to zhe konkurentnoe prostranstvo Kak i konsoli eti pokoleniya obychno nachinayutsya cherez pyat let posle predydushego hotya mogut imet dlinnye hvosty poskolku populyarnye konsoli ostayutsya zhiznesposobnymi namnogo dolshe pyati let Ispolzovanie yarlyka pokoleniya proizoshlo v nachale XXI veka kogda konsolnye tehnologii nachali razvivatsya a terminologiya primenyalas zadnim chislom k bolee rannim produktam Odnako s teh por v otraslevoj ili akademicheskoj literature ne bylo posledovatelno razrabotano tochnogo opredeleniya i razgranicheniya pokolenij konsolej Nekotorye shemy byli osnovany na pryamyh rynochnyh dannyh v tom chisle osnovopolagayushaya rabota opublikovannaya v zhurnale IEEE v 2002 g v to vremya kak drugie osnovany na tehnologicheskih sdvigah Vikipediya izvestna tem chto sozdala svoyu sobstvennuyu versiyu opredelenij pokoleniya konsolej kotoraya otlichaetsya ot drugih akademicheskih istochnikov Opredeleniya iz Vikipedii byli prinyaty drugimi istochnikami no bez kakogo libo realnogo obosnovaniya Nesootvetstviya mezhdu tem kak konsoli gruppiruyutsya v pokoleniya i tem kak eti pokoleniya nazyvayutsya vyzvali putanicu pri popytke sravnit izmeneniya na rynke videoigr po sravneniyu s drugimi potrebitelskimi rynkami Kemerer i dr 2017 provodyat sravnitelnyj analiz etih raznyh pokolenij sistem vypushennyh do 2010 goda kak pokazano nizhe Comparative timeline of organization of video game console generations from various sources based on year of console introduction adapted from Kemerer et al 2017 Dates given for console introductions are based on first release in any market typically either Japan or North America Cited references from Kemerer at al are as follows Gallagher and Park 2002 Hu and Prieger 2006 Corts and Lederman 2008 Gretz 2010 Gretz 2010a Srinivasan and Venkatraman 2010 Derdenger 2011 Zhou 2011 Grafik generacii konsolej V celyah organizacii pokoleniya opisannye zdes i na posleduyushih stranicah podderzhivayut razbivku Vikipedii po pokoleniyam obychno razbivaya konsoli po tehnologicheskim osobennostyam kogda eto vozmozhno i s drugimi konsolyami vypushennymi v tot zhe period vklyuchennymi v to zhe pokolenie nachinaya s Odyssey i Pong style Domashnie konsoli v stile pervogo pokoleniya podhod kotoryj v celom byl prinyat i rasshiren zhurnalistikoj videoigr Pri takom podhode pokolenie nachinaetsya s vypuska pervoj konsoli kotoraya kak schitaetsya imeet eti funkcii i schitaetsya chto zakanchivaetsya s izvestnym poslednim prekrasheniem vypuska konsoli v etom pokolenii Kak pokazano na risunke eto mozhet sozdat gody s perekrytiem mezhdu neskolkimi pokoleniyami V etom podhode ispolzuyutsya koncepcii bitov ili razmera otdelnogo slova obrabatyvaemogo processorami na konsoli dlya bolee rannih pokolenij konsolej Bolee dlinnye slova obychno privodili k uluchsheniyu koncepcii igrovogo processa grafiki i zvukovyh vozmozhnostej chem bolee korotkie Ispolzovanie bitov dlya prodazhi konsolej potrebitelyam nachalos s TurboGrafx 16 konsoli v kotoroj ispolzovalsya 8 bitnyj centralnyj processor analogichnyj Nintendo Entertainment System NES no vklyuchayushij 16 bitnyj graficheskij processor NEC predstavila konsol kak 16 bitnuyu sistemu vmesto 8 bitnoj NES chtoby sdelat ee prevoshodnoj sistemoj Drugie reklamodateli posledovali ih primeru sozdav period izvestnyj kak bitovye vojny kotoryj dlilsya do pyatogo pokoleniya kogda proizvoditeli konsolej pytalis prevzojti drug druga v prodazhah prosto po kolichestvu bitov svoej sistemy Esli ne schitat nekotoryh reklamnyh sloganov 128 Bit v nachale shestogo pokoleniya marketing bitov v osnovnom prekratilsya posle pyatogo pokoleniya Hotya bitovaya terminologiya bolshe ne ispolzovalas v novyh pokoleniyah ispolzovanie bitovogo scheta pomoglo ustanovit ideyu pokolenij konsolej a bolee rannie pokoleniya poluchili alternativnye imena osnovannye na preobladayushem bitovom schete osnovnyh sistem toj epohi Bolee pozdnie pokoleniya konsolej osnovany na gruppah dat vypuska a ne na obshem oborudovanii poskolku bazovye konfiguracii oborudovaniya mezhdu konsolyami silno razlichayutsya kak pravilo v sootvetstvii s tendenciyami v opredelenii pokolenij dannymi videoigrami i osnovnoj zhurnalistikoj Portativnye konsoli i drugie igrovye sistemy i innovacii chasto gruppiruyutsya po godam vypuska svyazannym s pokoleniyami domashnih konsolej naprimer rost cifrovoj distribucii svyazan s sedmym pokoleniem Overview of the console generations including generation overlaps Major consoles of each generation are given for each Obzor pokolenij konsolejV sleduyushej tablice predstavlen obzor osnovnyh tehnicheskih harakteristik oborudovaniya konsolej kazhdogo osnovnogo pokoleniya po centralnomu processoru CP graficheskomu processoru GP pamyati igrovym nositelyam i drugim funkciyam Pokolenie Period Osnovnye predstaviteli CPU GPU MGc Pamyat OZU Nositel Drugie obshie chertyPervoe 1972 1980 Magnavox OdysseyAtari PongColeco Telstar n d n d n d Vtoroe 1976 1992 Fairchild Channel FAtari 2600Mattel IntellivisionColecoVision 8 bitnyj chastota 1 2 MGc n d 2 16 KB kartridzhiTrete Pokolenie 8 bit 1983 2003 Nintendo Entertainment SystemSega Master SystemAtari 7800 8 bitnyj chastota 2 4 MGc n d 3 24 KB kartridzhiChetvyortoe Pokolenie 16 bit 1987 2004 TurboGrafx 16Sega GenesisNeo GeoSuper Nintendo Entertainment System 8 ili 16 bitnyj chastota 4 12 MGc n d 8 128 KB kartridzhi CD ROM dopolneniyaPyatoe Pokolenie 32 bit 1993 2006 Sega SaturnSony PlayStationNintendo 64 32 ili 64 bitnyj chastota 12 100 MGc n d 2 4 5 MB kartridzhi opticheskie diskiShestoe 1998 2013 Sega DreamcastSony PlayStation 2Nintendo GameCubeMicrosoft Xbox 32 bitnyj chastota 200 733 MGc 100 233 16 64 MB opticheskie diski Vozmozhnost podklyucheniya k internetu Sovmestimost s obychnym oborudovaniem personalnogo kompyuteraSedmoe 2005 2017 Microsoft Xbox 360Sony PlayStation 3Nintendo Wii 32 bitnyj chastota 729 MGc 3 3 GGc 243 550 88 512 MB opticheskie diski cifrovaya distribuciya Onlajn servisy upravlenie dvizheniemVosmoe 2012 nastoyashee vremya Nintendo Wii USony PlayStation 4Microsoft Xbox OneNintendo Switch 32 ili 64 bitnyj chastota 1 2 3 GGc 300 1172 2 12 GB kartridzhi opticheskie diski cifrovaya distribuciya Razresheniya vysokoj chyotkostiDevyatoe 2020 nastoyashee vremya Microsoft Xbox Series X SSony PlayStation 5 64 bitnyj chastota 3 4 3 8 GGc 1565 2233 10 16 GB opticheskie diski cifrovaya distribuciya 4K razreshenie keshirovanie vnutrennej pamyati tverdotelnogo nakopitelyaIstoriyaRazvitie igrovyh konsolej v pervuyu ochered sleduet istorii videoigr na rynkah Severnoj Ameriki i Yaponii Nemnogie drugie rynki videli kakoe libo znachitelnoe razvitie konsolej sami po sebe Naprimer v Evrope gde personalnye kompyutery kak pravilo otdavali predpochtenie naryadu s importom igrovyh konsolej Klony igrovyh konsolej na menee razvityh rynkah takih kak Kitaj i Rossiya zdes ne rassmatrivayutsya Pervoe pokolenie 1972 1980 Osnovnaya statya Pervoe pokolenie igrovyh sistem Magnavox Odyssey pervaya igrovaya pristavka vypushennaya v 1972 godu Domashnie konsoli pervogo pokoleniya kak pravilo ogranichivalis specializirovannymi konsolyami s odnoj ili dvumya igrami predvaritelno vstroennymi v apparatnoe obespechenie konsoli s ogranichennymi sredstvami dlya izmeneniya faktorov igrovogo processa V sluchae s Odyssey hotya ona postavlyalas s igrovymi kartami na nih ne bylo zaprogrammirovannyh igr a vmesto etogo oni dejstvovali kak peremychki dlya izmeneniya sushestvuyushej shemy i ne rasshiryali vozmozhnosti konsoli V otlichie ot bolshinstva drugih budushih pokolenij konsolej konsoli pervogo pokoleniya obychno vypuskalis ogranichennym tirazhom a ne kak postoyannaya linejka produktov Pervoj domashnej konsolyu byla Magnavox Odyssey v sentyabre 1972 goda osnovannaya na dizajne Bera Korichnevaya korobka Pervonachalno postroennaya na tverdotelnyh shemah Magnavox pereshla na nedorogie integralnye shemy i razrabotala novuyu linejku konsolej serii Odyssey s 1975 po 1977 god V to zhe vremya Atari uspeshno zapustila Pong kak arkadnuyu igru v 1972 godu i nachala rabotu nad sozdaniem versii dlya domashnej konsoli v konce 1974 goda kotoruyu oni v konechnom itoge obedinili s Sears dlya sozdaniya novoj domashnej konsoli Pong k rozhdestvenskomu sezonu 1975 goda Pong predlagal neskolko tehnologicheskih preimushestv po sravneniyu s Odyssey vklyuchaya vnutrennij zvukovoj chip i vozmozhnost otslezhivat schyot Baer kotoryj borolsya s rukovodstvom Magnavox v voprose o tom kak prodavat konsol rasskazal svoemu kollege Arnoldu Grinbergu iz Coleco o novom nedorogom chipe idealno podhodyashem dlya domashnih konsolej chto privelo Coleco k razrabotke pervoj konsoli Telstar v 1976 godu 53 59 S 1976 godom kogda Magnavox Atari i Coleco sopernichali na rynke konsolej a takzhe s dalnejshim snizheniem stoimosti mikroshem obrabotki klyuchej ot General Instruments k 1977 godu na rynok konsolej vyshli mnogochislennye storonnie proizvoditeli bolshinstvo iz kotoryh prosto klonirovali Pong ili drugie igry nizkogo kachestva 147 Eto privelo k nasysheniyu rynka k 1977 godu kogda na rynke poyavilos neskolko soten konsolej i pervomu rynochnomu krahu v otrasli 81 89 Atari i Coleco pytalis sdelat specialnye konsoli s sovershenno novymi igrami chtoby ostavatsya konkurentosposobnymi vklyuchaya seriyu Atari Video Pinball i Telstar Arcade ot Coleco no k etomu momentu uzhe byli sdelany pervye shagi po perehodu rynka na konsoli vtorogo pokoleniya v rezultate chego eti ustrojstva ustareli pered vypuskom 53 59 Yaponskij rynok igrovyh konsolej v etot moment poshyol po tomu zhe puti K 1971 godu Nintendo uzhe byla delovym partnerom Magnavox i pomogala razrabatyvat pervye svetovye pistolety dlya konsoli Specializirovannye domashnie igrovye pristavki v Yaponii poyavilis v 1975 godu vmeste s televizorom Epoch Co TV Tennis Electrotennis kotoryj takzhe byl sozdan v sotrudnichestve s Magnavox Kak i v Soedinennyh Shtatah nachali poyavlyatsya mnogochislennye klony etih specializirovannyh konsolej bolshinstvo iz kotoryh byli sdelany krupnymi proizvoditelyami televizorov takimi kak Toshiba i Sharp i eti igry nazyvalis TV geemu ili terebi geemu televizionnaya igra kak oboznachenie dlya videoigr v Yaponii Nintendo stala krupnym igrokom kogda Mitsubishi poteryavshaya svoego proizvoditelya Systek iz za bankrotstva obratilas k kompanii za pomoshyu v prodolzhenii sozdaniya svoej linejki cvetnyh televizionnyh igr kotoraya v period s 1977 po 1980 god prodala okolo 1 5 milliona edinic v pyati razlichnyh edinicah Konsol lt 1 gt Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaMagnavox Odyssey n d 1972 n d n d referencesPong pristavka n d 1975 n d n d referencesTV Tennis Electrotennis 1975 n d n d n d 10 000Coleco Telstar n d 1976 n d n d 1 000 000Color TV Game 1977 n d n d 1980 1 500 000 lt 2 gt 1 V spiske tolko horosho zadokumentirovannye konsoli etogo pokoleniya 2 Obshie prodazhi chetyreh modelejVtoroe pokolenie 1976 1992 Osnovnaya statya Vtoroe pokolenie igrovyh sistem Atari 2600 stala samoj populyarnoj igrovoj konsolyu vtorogo pokoleniya Vtoroe pokolenie domashnih konsolej otlichalos vvedeniem igrovogo kartridzha gde kod igry hranitsya v postoyannoj pamyati PZU vnutri kartridzha Kogda kartridzh vstavlyaetsya v konsol elektricheskie soedineniya pozvolyayut processoram osnovnoj konsoli schityvat kod igry iz PZU V to vremya kak kartridzhi ROM ranee ispolzovalis v drugih kompyuternyh prilozheniyah igrovoj kartridzh ROM byl vpervye realizovan v Fairchild Video Entertainment System VES v noyabre 1976 goda Drugie konsoli v etom pokolenii tak zhe ispolzovali sistemy na osnove kartridzhej vklyuchaya Atari 2600 izvestnuyu kak Atari Video Computer System VCS na zapuske Magnavox Odyssey 2 Intellivision Mattel Electronics i ColecoVision Pomimo konsolej bolee novaya processornaya tehnologiya pozvolila igram podderzhivat do 8 cvetov i do 3 kanalnyh zvukovyh effektov S poyavleniem konsolej na kartridzhah voznikla neobhodimost razrabotat dlya nih shirokij spektr igr Atari byla odnim iz pervyh razrabotchikov Atari 2600 Atari prodavala konsol v neskolkih regionah vklyuchaya Yaponiyu i sohranyala kontrol nad vsemi aspektami razrabotki igr Razrabotka igr sovpala s zolotym vekom arkadnyh videoigr kotoryj nachalsya v 1978 1979 godah s vypuskom Space Invaders i Asteroids i domashnie versii etih arkadnyh igr byli idealnymi celyami Versiya Space Invaders dlya Atari 2600 vypushennaya v 1980 godu schitalas ubijstvennym prilozheniem dlya domashnih igrovyh konsolej pomogaya uvelichit prodazhi konsoli v chetyre raza v tom zhe godu Tochno tak zhe Coleco operedila Atari v klyuchevom licenzionnom soglashenii s Nintendo chtoby predstavit Donkey Kong v kachestve dopolneniya k Colecovision chto pomoglo uvelichit prodazhi Osnovnaya statya Krizis industrii kompyuternyh igr 1983 goda Vykopannye kopii ET i Centipede dlya Atari 2600 iz zahoroneniya videoigr Atari v Nyu Meksiko sfotografirovannye v 2014 godu Zahoronenie Atari dlya utilizacii neprodannyh akcij bylo sozdano v sentyabre 1983 goda i schitaetsya kultovym elementom kraha videoigry 1983 goda V to zhe vremya Atari byla priobretena Warner Communications i vnutrennyaya politika privela k uhodu chetyreh klyuchevyh programmistov Devida Krejna Larri Kaplana Alana Millera i Boba Uajtheda kotorye ushli i sformirovali Activision Activision pristupila k razrabotke sobstvennyh igr dlya Atari 2600 a takzhe igr dlya drugih sistem Atari popytalas podat v sud chtoby ostanovit etu praktiku no v itoge uregulirovala delo vo vnesudebnom poryadke Activision soglasilas vyplatit gonorary no v ostalnom smogla prodolzhit razrabotku igr chto sdelalo Activision pervym storonnim razrabotchikom igr Activision bystro dobilas uspeha s takimi igrami kak Pitfall i smogla poluchit 50 millionov dollarov dohoda iz primerno 1 milliona startovyh fondov v techenie 18 mesyacev Mnogie drugie kompanii uvideli uspeh Activision i zanyalis razrabotkoj igr chtoby popytatsya bystro zarabotat na bystro rastushem rynke videoigr v Severnoj Amerike Eto privelo k potere izdatelskogo kontrolya i oslableniyu igrovogo rynka k nachalu 1980 h godov Krome togo sleduya uspehu Space Invaders Atari i drugie kompanii po prezhnemu stremilis k vozmozhnostyam licenzionnyh videoigr Atari delala stavku na kommercheskie prodazhi ET the Extra Terrestrial v 1982 godu no ona byla speshno vypushena na rynok i byla ploho prinyata a prodazhi Atari ne sootvetstvovali ocenkam Naryadu s konkurenciej so storony nedorogih domashnih kompyuterov rynok domashnih konsolej v Severnoj Amerike ruhnul v 1983 godu Po bolshej chasti krah 1983 goda oznamenoval konec etogo pokoleniya poskolku vypusk Nintendo Famicom v tom zhe godu polozhil nachalo tretemu pokoleniyu Kogda Nintendo privezla Famicom v Severnuyu Ameriku pod nazvaniem Nintendo Entertainment System eto pomoglo ozhivit industriyu i Atari teper prinadlezhashaya Dzheku Tremielyu uvelichila prodazhi ranee uspeshnoj Atari 2600 pod novym brendom chtoby sohranit kompaniyu na plavu eshe mnogo let v to vremya kak on pereorientiroval kompaniyu na rynok personalnyh kompyuterov Atari 2600 proizvodilas do 1992 goda chto oznamenovalo konec vtorogo pokoleniya Console Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaFairchild Channel F 1977 1976 n d 1983 250 000Atari 2600 1983 1977 1978 1992 30 000 000Magnavox Odyssey 1982 1979 1978 1984 2 000 000Intellivision 1982 1980 1982 1990 3 000 000ColecoVision n d 1982 1983 1985 2 000 000Atari 5200 n d 1982 n d 1984 1 400 000Trete pokolenie 1983 2003 gg Osnovnaya statya Trete pokolenie igrovyh sistem NES snova sdelala videoigry dlya domashnih konsolej populyarnymi v Amerike posle kraha 1983 goda Konsoli tretego pokoleniya kotorye chasto nazyvayut 8 bitnym pokoleniem ispolzovali 8 bitnye processory kotorye pozvolyali ispolzovat do pyati bitov cveta 25 ili 32 cveta pyat audiokanalov i bolee prodvinutye graficheskie vozmozhnosti takie kak sprajty i tajly protiv blochnoj grafiki vtorogo pokoleniya Krome togo v tretem pokolenii v rezultate kraha 1983 goda dominirovanie na rynke peremestilos iz Soedinennyh Shtatov v Yaponiyu I Sega SG 1000 i Nintendo Famicom byli vypusheny pochti odnovremenno v Yaponii v 1983 godu Famicom posle nekotoryh pervonachalnyh tehnicheskih otzyvov vskore nabrala oboroty i k koncu 1984 goda stala samoj prodavaemoj v Yaponii K tomu momentu Nintendo hotela privezti konsol v Severnuyu Ameriku no priznala oshibki vyzvannye sboem videoigr Potrebovalos neskolko shagov chtoby izmenit dizajn konsoli chtoby ona menshe pohodila na igrovuyu konsol i pereimenovat ee v Nintendo Entertainment System NES dlya Severnoj Ameriki chtoby izbezhat klejma videoigry Kompaniya takzhe hotela izbezhat poteri izdatelskogo kontrolya kotoraya proizoshla kak v Severnoj Amerike tak i v Azii posle vypuska Famicom i sozdala sistemu blokirovki kotoraya trebovala chtoby vse igrovye kartridzhi proizvodilis Nintendo i vklyuchali specialnyj chip Esli by etogo chipa ne bylo konsol ne smogla by zapustit igru Eto takzhe dalo Nintendo pryamoj kontrol nad igrami publikuemymi dlya sistemy otklonyaya te kotorye po ee mneniyu byli slishkom zrelymi NES byla zapushena v Severnoj Amerike v 1985 godu i pomogla ozhivit mestnyj rynok videoigr Sega popytalas sostavit konkurenciyu NES vypustiv sobstvennuyu Master System vypushennuyu pozzhe v 1985 godu kak v SShA tak i v Yaponii no ne poluchila podderzhki Tochno tak zhe popytki Atari konkurirovat s NES cherez Atari 7800 v 1987 godu ne smogli lishit NES ee dominiruyushego polozheniya NES proizvodilas do 2003 goda kogda ona byla snyata s proizvodstva vmeste so svoej preemnicej Super Nintendo Entertainment System SNES Console Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaFamicom NES 1983 1985 1986 2003 61 910 000Mark III Master System 1985 1986 1987 1996 13 000 000Atari 7800 n d 1986 1987 1992 3 770 000Atari XEGS n d 1987 1987 1992 100 000Chetvertoe pokolenie 1987 2004 gg Osnovnaya statya Chetvyortoe pokolenie igrovyh sistem Nintendo Super Famicom Chetvertoe pokolenie konsolej takzhe izvestnoe kak 16 bitnoe pokolenie predstavlyaet soboj dalnejshee razvitie osnovnoj tehnologii konsolej s 16 bitnymi processorami uluchshaya dostupnye graficheskie i zvukovye vozmozhnosti igr NEC TurboGrafx 16 ili PC Engine vypushennyj v Yaponii vpervye vypushennyj v 1987 godu schitaetsya pervoj konsolyu chetvertogo pokoleniya hotya u nee vse eshe byl 8 bitnyj processor 16 bitnyj graficheskij processor konsoli dal ej vozmozhnosti sravnimye s drugimi sistemami chetvertogo pokoleniya a marketing NEC prodvigal konsol kak prodvizhenie po sravneniyu s NES kak 16 bitnuyu sistemu I Sega i Nintendo voshli v chetvertoe pokolenie s nastoyashimi 16 bitnymi sistemami Sega Genesis 1988 goda MegaDrive v Yaponii i Super Nintendo Entertainment System 1990 goda SNES Super Famicom v Yaponii SNK takzhe prinyala uchastie v sorevnovanii s modificirovannoj versiej svoej arkadnoj sistemy Neo Geo MVS v Neo Geo vypushennoj v 1990 godu kotoraya pytalas preodolet razryv mezhdu arkadnymi i domashnimi konsolyami za schet sovmestnogo ispolzovaniya obychnyh igrovyh kartridzhej i kart pamyati Eto pokolenie bylo primechatelno tak nazyvaemymi konsolnymi vojnami mezhdu Nintendo i Sega v pervuyu ochered v Severnoj Amerike Sega chtoby popytatsya brosit vyzov dominiruyushemu polozheniyu Nintendo sozdala personazha talismana Yozhika Sonika kotoryj demonstriroval krutoj harakter chtoby privlech zapadnuyu molodezh v otlichie ot Mario ot Nintendo i obedinila Genesis s odnoimennoj igroj Strategiya uvenchalas uspehom i Sega stala dominiruyushim igrokom v Severnoj Amerike do serediny 1990 h godov Nadstrojka Sega CD ustanovlennaya pod Sega Genesis V etom pokolenii tehnologicheskie zatraty na ispolzovanie opticheskih diskov v forme kompakt diskov snizilis v dostatochnoj stepeni chtoby ih mozhno bylo ispolzovat dlya dostavki kompyuternogo programmnogo obespecheniya v tom chisle dlya videoigr dlya personalnyh kompyuterov Kompakt diski predlagali bolshe mesta dlya hraneniya chem igrovye kartridzhi i mogli pozvolit ispolzovat v igrah polnometrazhnoe video i drugie podrobnye audio video proizvedeniya Proizvoditeli konsolej adaptirovalis sozdav apparatnye nadstrojki dlya svoih konsolej kotorye mogli chitat i vosproizvodit CD ROM vklyuchaya nadstrojku NEC TurboGrafx CD a takzhe integrirovannuyu sistemu TurboDuo v 1988 godu i nadstrojku Sega CD dlya Genesis v 1991 godu i kompakt disk Neo Geo v 1994 godu Stoimost etih nadstroek kak pravilo byla vysokoj priblizhayas k toj zhe cene chto i sama konsol a s poyavleniem diskovyh konsolej pyatogo pokoleniya nachinaya s 1993 goda oni otoshli na vtoroj plan Pervonachalno Nintendo rabotala s Sony nad razrabotkoj analogichnogo dopolneniya dlya SNES Super NES CD ROM no nezadolgo do ego poyavleniya delovye otnosheniya mezhdu Nintendo i Sony razorvalis i Sony vzyalas za razrabotku PlayStation pyatogo pokoleniya Krome togo Philips popytalas vyjti na rynok so specialnym formatom diskov CD i takzhe vypushennym v 1990 godu kotoryj vklyuchal v sebya drugie sposoby ispolzovaniya CD ROM pomimo videoigr no konsol tak i ne poluchila rasprostraneniya U chetvertogo pokoleniya byl dlinnyj hvost kotoryj peresekalsya s pyatym pokoleniem a prekrashenie proizvodstva SNES v 2003 godu oznamenovalo konec pokoleniya Chtoby sohranit konkurentosposobnost svoej konsoli s novymi konsolyami pyatogo pokoleniya Nintendo nachala ispolzovat soprocessory vstroennye v igrovye kartridzhi dlya rasshireniya vozmozhnostej SNES Eto vklyuchalo chip Super FX kotoryj vpervye byl ispolzovan v igre Star Fox v 1993 godu kotoraya obychno schitaetsya odnoj iz pervyh igr ispolzuyushih 3D rendering na osnove poligonov v realnom vremeni na konsolyah Konsol Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaPC Engine TurboGrafx 16 1987 1989 1989 1994 5 800 000Mega Drive Genesis 1988 1989 1990 1997 30 750 000Neo Geo 1990 1991 1994 1997 980 000Super Famicom Super NES 1990 1991 1992 2003 49 100 000Sega CD Mega CD 1991 1992 1993 1996 2 240 000CD i 1992 1991 1992 1998 1 000 000Neo Geo CD 1994 1996 1994 1997 570 000Pyatoe pokolenie 1993 2006 gg Osnovnaya statya Pyatoe pokolenie igrovyh sistem Sony PlayStation stala samoj populyarnoj sistemoj konsolej pyatogo pokoleniya v itoge bylo prodano bolee 100 millionov sistem Konsol Sega Saturn dlya SShA s kontrollerom tipa 2 Za eto vremya domashnie kompyutery priobreli bolshuyu izvestnost kak sposob igrat v videoigry Industriya igrovyh konsolej tem ne menee prodolzhala procvetat naryadu s domashnimi kompyuterami iz za preimushestv gorazdo bolee nizkih cen bolee legkoj portativnosti shem specialno prednaznachennyh dlya videoigr vozmozhnosti igrat na televizore chego PK togo vremeni ne mogli sdelat v bolshinstve sluchaev i intensivnuyu podderzhku programmnogo obespecheniya ot proizvoditelej kotorye po suti polnostyu polagalis na svoi konsoli Pomimo perehoda na 32 bitnye processory v pyatom pokolenii konsolej bolshinstvo kompanij za isklyucheniem Nintendo takzhe pereshli na specializirovannye formaty opticheskih nositelej vmesto igrovyh kartridzhej uchityvaya ih bolee nizkuyu stoimost proizvodstva i bolshuyu emkost hranilisha Pervonachalnye konsoli pyatogo pokoleniya pytalis izvlech vygodu iz potencialnoj moshi kompakt diskov vklyuchaya Amiga CD32 3DO i Atari Jaguar v 1993 godu Odnako v nachale cikla eti sistemy byli namnogo dorozhe sushestvuyushih modelej chetvertogo pokoleniya i imeli gorazdo menshie igrovye biblioteki Krome togo ispolzovanie Nintendo soprocessorov v pozdnih igrah dlya SNES eshe bolshe ukrepilo SNES kak odnu iz samyh prodavaemyh sistem po sravneniyu s novymi sistemami pyatogo pokoleniya V 1995 godu byli predstavleny dve klyuchevye konsoli pyatogo pokoleniya Sega Saturn i Sony PlayStation kotorye brosili vyzov prodolzhayushemusya dominirovaniyu SNES Hotya Saturn horosho prodavalsya u nego byl ryad tehnicheskih nedostatkov no on zarekomendoval sebya kak Sega dlya ryada klyuchevyh serij igr v budushem PlayStation pomimo ispolzovaniya opticheskih nositelej takzhe predstavila ispolzovanie kart pamyati dlya sohraneniya sostoyaniya igry Hotya karty pamyati ispolzovalis Neo Geo chtoby igroki mogli peredavat igrovuyu informaciyu mezhdu domashnej i arkadnoj sistemami podhod PlayStation pozvolil igram imet gorazdo bolee dlinnyj igrovoj process i elementy povestvovaniya chto privelo k ochen uspeshnym rolevym igram takim kak Final Fantasy VII K 1996 godu PlayStation stala samoj prodavaemoj konsolyu po sravneniyu so SNES Nintendo vypustila svoyu sleduyushuyu konsol Nintendo 64 v konce 1996 goda V otlichie ot drugih ustrojstv pyatogo pokoleniya v nem po prezhnemu ispolzovalis igrovye kartridzhi poskolku Nintendo schitala chto preimushestva kartridzhej vo vremeni zagruzki po sravneniyu s CD ROM po prezhnemu vazhny a takzhe ih sposobnost prodolzhat ispolzovat mehanizmy blokirovki dlya zashity avtorskih prav Sistema takzhe vklyuchala podderzhku kart pamyati i Nintendo razrabotala obshirnuyu biblioteku sobstvennyh igr dlya igry vklyuchaya Super Mario 64 i The Legend of Zelda Ocarina of Time kotorye pomogli uvelichit prodazhi Hotya prodazhi Nintendo 64 ne sootvetstvovali prodazham PlayStation Nintendo ostavalas klyuchevym konkurentom na rynke domashnih konsolej naryadu s Sony i Sega Kak i pri perehode ot chetvertogo k pyatomu pokoleniyu pyatoe pokolenie davno sovpadaet s shestym pokoleniem konsolej pri etom proizvodstvo PlayStation prodolzhalos do 2005 goda Konsol Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaFM Towns Marty 1993 n d n d 1995 45 000Amiga CD32 n d 1994 1993 1994 100 000Atari Jaguar 1994 1993 1994 1996 250 0003DO 1994 1993 1994 1996 2 000 000PC FX 1994 n d n d 1998 400 000Sega 32X 1994 1994 1995 1996 665 000Sega Saturn 1994 1995 1995 2000 9 260 000PlayStation 1994 1995 1995 2005 102 490 000Nintendo 64 1996 1996 1997 2002 32 930 000Apple Pippin 1996 1996 n d 1997 42 000Shestoe pokolenie 1998 2013 gg Osnovnaya statya Shestoe pokolenie igrovyh sistem Sony PlayStation 2 prodano bolee 155 millionov edinic chto delaet ee samoj prodavaemoj igrovoj konsolyu v istorii Dreamcast byla poslednej sistemoj vypushennoj Sega kotoraya teper stala storonnim izdatelem programmnogo obespecheniya K shestomu pokoleniyu konsolnye tehnologii nachali dogonyat po proizvoditelnosti personalnye kompyutery togo vremeni i ispolzovanie bitov v kachestve ih torgovogo preimushestva otoshlo na vtoroj plan Vmesto etogo proizvoditeli konsolej sosredotochilis na silnyh storonah svoih igrovyh bibliotek v kachestve marketinga V konsolyah shestogo pokoleniya proizoshlo dalnejshee vnedrenie opticheskih nositelej rasshirenie do formata DVD dlya eshe bolshej emkosti hraneniya dannyh dopolnitelnye vnutrennie resheniya dlya hraneniya dannyh kotorye mozhno ispolzovat v kachestve kart pamyati a takzhe dobavlenie podderzhki libo napryamuyu libo cherez nadstrojki dlya podklyucheniya k Internet dlya setevoj igry Konsoli nachali dvigatsya k sblizheniyu funkcij drugih elektronnyh ustrojstv dlya gostinoj i othodu ot odnofunkcionalnyh sistem K etomu momentu na rynke bylo vsego tri krupnyh igroka Sega Sony i Nintendo Sega stala liderom blagodarya Dreamcast vpervye vypushennomu v Yaponii v 1998 godu Eto byla pervaya domashnyaya konsol s modemom kotoryj pozvolyal igrokam podklyuchatsya k seti Sega i igrat v onlajn igry Odnako Sega obnaruzhila neskolko tehnicheskih problem kotorye neobhodimo bylo reshit do ee zapuska na zapade v 1999 godu Hotya ee zapadnyj vypusk byl bolee uspeshnym chem v Yaponii konsol vskore ustupila Sony PlayStation 2 vypushennoj v 2000 godu PlayStation 2 byla pervoj konsolyu kotoraya dobavila podderzhku vosproizvedeniya DVD v dopolnenie k CD ROM a takzhe sohranila obratnuyu sovmestimost s igrami iz biblioteki PlayStation chto pomoglo privlech potrebitelej kotorye ostalis na PlayStation V to vremya kak drugie konsoli shestogo pokoleniya ne predvideli etogo shaga vvedenie obratnoj sovmestimosti v PlayStation 2 stalo osnovnym soobrazheniem pri razrabotke budushih pokolenij Naryadu s obshirnoj bibliotekoj igr PlayStation 2 bylo prodano 155 millionov edinic do togo kak ee proizvodstvo bylo prekrasheno v 2013 godu i na 2020 god ona ostayotsya samoj prodavaemoj domashnej konsolyu vseh vremyon Ne imeya vozmozhnosti konkurirovat s Sony Sega prekratila vypusk Dreamcast v 2001 godu i ushla s rynka oborudovaniya vmesto etogo sosredotochivshis na svojstvah svoego programmnogo obespecheniya Vhodom Nintendo v shestoe pokolenie byla GameCube v 2001 godu ee pervaya sistema kotoraya ispolzovala opticheskie diski na osnove formata miniDVD Specialnoe prilozhenie Game Boy Player pozvolyalo GameCube ispolzovat lyubye kartridzhi GameBoy a takzhe byli dostupny adaptery pozvolyayushie konsoli podklyuchatsya k Internetu cherez shirokopolosnyj dostup ili modem V etot moment Microsoft takzhe vyshla na rynok konsolej so svoej pervoj sistemoj Xbox vypushennoj v 2001 godu Microsoft sochla uspeh PlayStation 2 ugrozoj dlya personalnogo kompyutera v gostinoj i razrabotala Xbox chtoby konkurirovat s nej Takim obrazom Xbox byl razrabotan na osnove opyta Microsoft s personalnymi kompyuterami s ispolzovaniem operacionnoj sistemy sozdannoj na osnove ee funkcij Microsoft Windows i DirectX s ispolzovaniem zhestkogo diska dlya sohraneniya igr vstroennyh funkcij Ethernet i sozdaniya pervoj konsoli onlajn servis Xbox Live dlya podderzhki mnogopolzovatelskih igr Konsol Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaDreamcast 1998 1999 1999 2001 9 130 000PlayStation 2 2000 2000 2000 2013 155 000 000GameCube 2001 2001 2002 2007 21 740 000Xbox 2002 2001 2002 2009 24 000 000Sedmoe pokolenie 2005 2017 gg Osnovnaya statya Sedmoe pokolenie igrovyh sistem Wii samaya prodavaemaya domashnyaya igrovaya konsol sedmogo pokoleniya prodano bolee 101 milliona ustrojstv Xbox 360 sedmogo pokoleniya K seredine 2000 h igrovye pristavki stali vazhnoj chastyu globalnoj IT infrastruktury Bylo podschitano chto v 2007 godu na igrovye pristavki prihodilos 25 vychislitelnoj moshnosti obshego naznacheniya v mire K sedmomu pokoleniyu u Sony Microsoft i Nintendo byli razrabotany konsoli prednaznachennye dlya vzaimodejstviya s Internetom s dobavleniem setevoj podderzhki dlya provodnyh i besprovodnyh podklyuchenij onlajn servisov dlya podderzhki mnogopolzovatelskih igr cifrovyh vitrin dlya cifrovyh pokupok igr i vnutrennih hranilishe i podderzhka vneshnego hranilisha na konsoli dlya etih igr Eti konsoli takzhe dobavili podderzhku razreshenij cifrovogo televideniya cherez interfejsy HDMI no poskolku pokolenie proishodilo v razgar vojny formatov opticheskih diskov vysokoj chetkosti mezhdu Blu ray i HD DVD standart dlya vosproizvedeniya vysokoj chetkosti eshe ne byl ustanovlen Eshe odnim novovvedeniem stalo ispolzovanie kontrollerov dvizheniya libo vstroennyh v konsol libo predlagaemyh vposledstvii v kachestve nadstrojki Microsoft pervoj voshla v sedmoe pokolenie s Xbox 360 v 2005 godu Xbox 360 preterpel neskolko izmenenij oborudovaniya za vremya svoego sushestvovaniya chto stalo standartnoj praktikoj dlya Microsoft v budushem eti versii predlagali razlichnye funkcii takie kak vnutrennij zhestkij disk bolshego razmera ili bystryj processor po bolee vysokoj cene Pri postavke Xbox 360 podderzhivala DVD diski a Microsoft reshila podderzhivat format HD DVD s nadstrojkoj dlya vosproizvedeniya filmov HD DVD Odnako etot format okazalsya ustarevshim po sravneniyu s Blu ray Xbox 360 byl obratno sovmestim primerno s polovinoj ishodnoj biblioteki Xbox Na protyazhenii vsego sroka sluzhby Xbox 360 stradala ot postoyannoj apparatnoj neispravnosti izvestnoj kak Krasnoe kolco smerti RROD i Microsoft potratila bolee 1 milliarda dollarov na ustranenie etoj problemy PlayStation 3 ot Sony byla vypushena v 2006 godu PlayStation 3 predstavlyala soboj perehod vnutrennego oborudovaniya s polzovatelskogo Emotion Engine ot Sony na bolee standartnuyu sistemu na baze x86 Pervonachalnaya PlayStation 3 postavlyalas so specialnoj dochernej platoj Emotion Engine kotoraya obespechivala obratnuyu sovmestimost s igrami dlya PlayStation 2 no v bolee pozdnih versiyah ustrojstva eto bylo udaleno ostaviv dostupnoj programmnuyu emulyaciyu dlya igr PlayStation Sony sdelala stavku na format Blu ray kotoryj byl vklyuchen s samogo nachala S PlayStation 3 Sony predstavila PlayStation Network dlya svoih onlajn servisov i magazina Nintendo predstavila Wii v 2006 godu primerno v to zhe vremya chto i PlayStation 3 U Nintendo ne bylo takih zhe proizvodstvennyh vozmozhnostej i otnoshenij s osnovnymi postavshikami oborudovaniya kak u Sony i Microsoft i chtoby konkurirovat oni razoshlis v podhode funkciya za funkciej i vmesto etogo razrabotali Wii na osnove novogo ispolzovaniya upravleniya dvizheniem v Wii Remote Eta strategiya golubogo okeana vypuskayushaya produkt v kotorom ne bylo konkurentov schitalas chastyu uspeha podrazdeleniya i pobudila Microsoft i Sony razrabotat svoi sobstvennye aksessuary dlya upravleniya dvizheniem chtoby konkurirovat Nintendo predostavlyala razlichnye onlajn servisy k kotorym Wii takzhe mogla podklyuchatsya vklyuchaya virtualnuyu konsol gde igroki mogli pokupat emulirovannye igry s proshlyh konsolej Nintendo a takzhe igry dlya Wii Wii ispolzovala DVD obychnogo razmera v kachestve igrovogo nositelya no takzhe napryamuyu podderzhivala diski GameCube Wii v celom schitalas neozhidannoj udachej kotoruyu mnogie razrabotchiki iznachalno upustili iz vidu Osnovyvayas na uspehe kontrollera Wii Remote Microsoft i Sony vypustili analogichnye kontrollery obnaruzheniya dvizheniya dlya svoih konsolej Microsoft predstavila kontroller dvizheniya Kinect dlya Xbox 360 kotoryj sluzhil i kameroj i mikrofonom i datchikom dvizheniya dlya mnozhestva igr Sony vypustila PlayStation Move sistemu sostoyashuyu iz kamery i portativnyh kontrollerov s podsvetkoj kotoraya rabotala s ee PlayStation 3 Sedmoe pokolenie zavershilos prekrasheniem vypuska PlayStation 3 v 2017 godu Konsol Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaXbox 360 2005 2005 2005 2016 84 700 000PlayStation 3 2006 2006 2007 2017 87 400 000Wii 2006 2006 2006 2017 101 630 000Vosmoe pokolenie 2012 nastoyashee vremya Osnovnaya statya Vosmoe pokolenie igrovyh sistem Wii U byla samoj prodavaemoj domashnej konsolyu Nintendo bylo prodano okolo 13 56 millionov edinic prezhde chem ona byla snyata s proizvodstva no nekotorye iz pervyh partijnyh igr Nintendo dlya etoj sistemy byli prodany primerno v polovinu ustanovlennoj bazy sistemy chto govorit o tom chto u Nintendo ochen predannaya fanatskaya bazaOriginalnyj Xbox One konsol Microsoft vosmogo pokoleniya kotoraya s teh por byla zamenena dvumya obnovlennymi modelyami Xbox One S i Xbox One X Pomimo obychnyh usovershenstvovanij oborudovaniya konsoli vosmogo pokoleniya orientirovany na dalnejshuyu integraciyu s drugimi nositelyami i rasshirenie vozmozhnostej podklyucheniya Apparatnye usovershenstvovaniya podtolknuli k bolee vysokoj chastote kadrov pri razreshenii do 4k Wii U predstavlennaya v 2012 godu rassmatrivalas Nintendo kak preemnica Wii no orientirovannaya na bolee sereznyh igrokov Konsol podderzhivala obratnuyu sovmestimost s Wii vklyuchaya elementy upravleniya dvizheniem i predstavila Wii U GamePad gibrid plansheta i kontrollera kotoryj dejstvoval kak vtoroj ekran Kompaniya Nintendo eshe bolshe usovershenstvovala svoi setevye predlozheniya razrabotav sluzhbu Nintendo Network kotoraya obedinit vitriny magazinov i sluzhby podklyucheniya k Internetu Wii U ne prodavalas tak horosho kak planirovala Nintendo poskolku oni obnaruzhili chto lyudi oshibochno prinyali GamePad za planshet kotoryj oni mogli vzyat s soboj ot konsoli a konsol izo vseh sil pytalas privlech storonnih razrabotchikov kak eto bylo s Wii I PlayStation 4 i Xbox One vyshli v 2013 godu Oba byli analogichnymi uluchsheniyami po sravneniyu s sootvetstvuyushimi konsolyami predydushego pokoleniya obespechivaya bolshuyu vychislitelnuyu moshnost dlya podderzhki do 60 kadrov v sekundu pri razreshenii 1080p dlya nekotoryh igr Kazhdoe ustrojstvo takzhe preterpelo analogichnyj nabor izmenenij i pereupakovok dlya razrabotki bolee dorogih i nedorogih versij V sluchae Xbox One pervonachalnyj zapusk konsoli vklyuchal ustrojstvo Kinect no eto vyzvalo bolshie spory s tochki zreniya potencialnyh narushenij konfidencialnosti i otsutstviya podderzhki razrabotchikov a posle obnovleniya srednego pokoleniya Kinect byl isklyuchen i prekrashen kak igrovoe ustrojstvo Pozdnee v vosmom pokolenii Nintendo vypustila Nintendo Switch v 2017 godu Switch schitaetsya pervoj gibridnoj igrovoj konsolyu On ispolzuet specialnuyu kombinaciyu CPU GPU kotoraya mozhet rabotat na raznyh taktovyh chastotah v zavisimosti ot togo kak ona ispolzuetsya Ego mozhno pomestit v specialnuyu dok stanciyu kotoraya podklyuchaetsya k televizoru i postoyannomu istochniku pitaniya chto pozvolyaet ispolzovat bolee vysokie taktovye chastoty dlya vosproizvedeniya s bolee vysokim razresheniem i chastotoj kadrov i takim obrazom bolee sopostavimo s domashnej konsolyu V kachestve alternativy ego mozhno snyat i ispolzovat libo s podklyuchennymi kontrollerami JoyCon v kachestve portativnogo ustrojstva libo dazhe ispolzovat kak planshetnuyu sistemu s pomoshyu sensornogo ekrana V etih rezhimah CPU GPU rabotayut na bolee nizkih taktovyh chastotah dlya ekonomii zaryada batarei a grafika ne takaya stabilnaya kak v versii s dok stanciej Cherez podpisku Nintendo Switch Online byl dobavlen bolee shirokij nabor onlajn servisov vklyuchaya neskolko besplatnyh igr dlya NES i SNES zamenivshih predydushuyu sistemu Virtual Console Switch byl razrabotan dlya ustraneniya mnogih apparatnyh i marketingovyh oshibok svyazannyh s zapuskom Wii U i stal odnoj iz samyh bystro prodavaemyh konsolej kompanii posle Wii Konsol Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaWii U 2012 2012 2012 2017 13 560 000Nintendo Switch 2017 2017 2017 Active 111 080 000 lt 1 gt na 31 dekabrya 2021 PlayStation 4 2014 2013 2013 Active 116 900 000 na 31 dekabrya 2021 Xbox One 2014 2013 2013 2020 51 000 0001 Obshie prodazhi Switch i Switch LiteDevyatoe pokolenie 2020 nastoyashee vremya Osnovnaya statya Devyatoe pokolenie igrovyh sistem I Microsoft i Sony vypustili preemnikov svoih domashnih konsolej v noyabre 2020 goda Oba semejstva konsolej naceleny na televizory s razresheniem 4k i 8k s vysokoj chastotoj kadrov podderzhkoj renderinga s trassirovkoj luchej v realnom vremeni i ispolzovaniem vysokoproizvoditelnyh tverdotelnyh nakopitelej SSD v kachestve vnutrennej vysokoskorostnoj pamyati chtoby znachitelno uskorit dostavku igrovogo kontenta chem pri chtenii s opticheskogo diska ili standartnyh zhestkih diskov chto mozhet sokratit vremya zagruzki i sdelat igry s otkrytym mirom plavnymi Microsoft vypustila Xbox Series X i Series S chetvertogo pokoleniya 10 noyabrya 2020 goda Bazovaya proizvoditelnost Series X sostavlyaet 60 kadrov v sekundu pri razreshenii 4k chto v chetyre raza prevyshaet moshnost Xbox One X Odnoj iz celej Microsoft s oboimi ustrojstvami bylo obespechenie obratnoj sovmestimosti so vsemi igrami podderzhivaemymi Xbox One vklyuchaya te originalnye igry dlya Xbox i Xbox 360 kotorye obratno sovmestimy s Xbox One chto pozvolyaet Xbox Series X i Series S podderzhivat chetyre pokoleniya igr PlayStation 5 ot Sony byla vypushena 12 noyabrya 2020 goda a takzhe imeet analogichnyj prirost proizvoditelnosti po sravneniyu s PlayStation 4 PlayStation 5 ispolzuet specialnoe reshenie SSD s gorazdo bolee vysokoj skorostyu vvoda vyvoda sravnimoj so skorostyu chipa RAM chto znachitelno povyshaet skorost renderinga i potokovoj peredachi dannyh Arhitektura chipa sopostavima s PlayStation 4 chto obespechivaet obratnuyu sovmestimost s bolshej chastyu biblioteki PlayStation 4 v to vremya kak dlya nekotoryh igr potrebuetsya nastrojka sinhronizacii chipa chtoby sdelat ih sovmestimymi Console Predstavlena Snyata s proizvodstva Prodano kopijYaponiya Severnaya Amerika EvropaPlayStation 5 2020 2020 2020 Active 17 300 000 na 31 dekabrya 2021 Xbox Series X S 2020 2020 2020 Active 12 000 000 na 31 dekabrya 2021 Sravnenie prodazhPodrobnoe rassmotrenie temy Nizhe privedena hronologiya kazhdogo pokoleniya s tremya luchshimi domashnimi videokonsolyami kazhdogo pokoleniya na osnove mirovyh prodazh Polnyj spisok domashnih videokonsolej vypushennyh v kazhdom pokolenii sm v sootvetstvuyushej state dlya kazhdogo pokoleniya Tablica znachenij Tekushij Konsol tekushego pokoleniya proizvoditsya i prodaetsya na rynke Pervoe mesto Domashnyaya konsol s samymi vysokimi prodazhami svoego pokoleniya Vtoroe mesto Domashnyaya konsol so vtorym po velichine prodazh v svoem pokolenii Trete mesto Domashnyaya konsol zanimaet trete mesto po prodazham v svoem pokolenii Ostavshiesya mesta Proizvoditel vypustil domashnyuyu konsol no ona ne voshla v trojku samyh prodavaemyh domashnih konsolej svoego pokoleniya Ne vyhodila Proizvoditel ne vypuskal domashnyuyu konsol Proizvoditel Generation 1972 1980 1976 1992 1983 2003 1987 2004 1993 2006 1998 2013 2005 2017 2012 present 2020 present Atari Home Pong 150 000 Atari 2600 30 million Atari 7800 1 million Atari Jaguar 250 000 Coleco Telstar 1 million ColecoVision 2 million Nintendo Color TV Game series 1 5 million NES 61 91 million Super NES 49 1 million Nintendo 64 32 93 million GameCube 21 74 million Wii 101 63 million Nintendo Switch 111 08 million Magnavox Philips Odyssey 330 000 Odyssey 2 million Videopac G7400 N A CD i 570 000 Intellivision 3 million Sega Master System 10 13 million Sega Genesis 33 75 million Sega Saturn 9 26 million Dreamcast 9 13 million NEC TurboGrafx 16 10 million PC FX 100 000 Sony PlayStation 102 49 million PlayStation 2 gt 155 million PlayStation 3 gt 87 4 million PlayStation 4 116 6 million PlayStation 5 17 3 million Microsoft Xbox gt 24 million Xbox 360 gt 84 million Xbox One 46 9 million Xbox Series X S est 12 million ZametkiThe Atari 2600 sold 30 million units during its life cycle Atari also released a second home console during the second generation known as the Atari 5200 which sold 1 million units The Atari 7800 sold 1 million units Atari also released the Atari XEGS during the third generation which sold 100 000 units Home Pong sold 150 000 units Atari 2600 sold 30 million Atari 5200 and Atari 7800 sold 1 million units each Atari XEGS sold 100 000 units and the Atari Jaguar sold 250 000 units Telestar Coleco launched Telstar in 1976 and sold a million Production and delivery issues and dedicated consoles being replaced by electronic handheld games dramatically reduced sales in 1977 Over a million Telstars were scrapped in 1978 and it cost Coleco 22 3 million that year almost bankrupting the company ColecoVision The ColecoVision reached 2 million units sold by the spring of 1984 Console quarterly sales dramatically decreased at this time but it continued to sell modestly with most inventory gone by October 1985 As of October 2020 the Nintendo Switch has sold 61 44 million units Nintendo also released the Wii U during the eighth generation which sold 13 56 million units during its lifecycle Color TV Game series sold 3 million units NES Super NES Nintendo 64 GameCube and Wii sales figures Wii U and Switch sales figures Magnavox Odyssey Magnavox Odyssey Philips CD i Intellivision sold 3 million units The Sega Master System sold 10 13 million units Sega also released the SG 1000 during the third generation which sold 160 000 units Master System 10 13 million not including recent Brazil sales figures wrote in a 1995 publication that the Master System s active installed user base in Western Europe peaked at 6 25 million in 1993 Those countries that peaked are France at 1 6 million Germany at 700 thousand the Netherlands at 200 thousand Spain at 550 thousand the United Kingdom at 1 35 million and other Western European countries at 1 4 million However Belgium peaked in 1991 with 600 thousand and Italy in 1992 with 400 thousand Thus it is estimated approximately 6 8 million units were purchased in this part of Europe 1 million were sold in Japan as of 1986 2 million were sold in the United States 8 million were sold by Tectoy in Brazil as of 2016 Sega Genesis 30 75 million sold by Sega worldwide as of March 1996 not including third party sales In addition Tec Toy sold 3 million in Brazil and projected it would sell 1 5 million in the United States Sega Saturn 9 26 million units sold Dreamcast 9 13 million units sold The TurboGrafx 16 was designed by Hudson and manufactured and marketed by NEC The TurboGrafx 16 managed to sell 10 million units The PC FX sold less than 100 000 after a year on sale PlayStation Sony corporate data reports 102 49 million units sold as of March 31 2007 Sony stopped divulging individual platform sales starting with 2012 fiscal reports and continues to sporadically PlayStation 2 155 million units sold as of March 31 2012 It was discontinued worldwide on January 4 2013 PlayStation 3 Sony corporate data reports 87 4 million sold as of March 31 2017 PS3 shipments to Japanese retailers the last country Sony was selling units to ceased by May PlayStation 4 Sony corporate data reports 114 9 million units sold as of December 31 2020 PlayStation 5 Sony corporate data reports 4 5 million units sold as of December 31 2020 Xbox More than 24 million units sold as of May 10 2006 Xbox 360 Sold 84 million as of June 2014 Production ended in 2016 Xbox One Microsoft CEO unveiled at a December 3 2014 shareholder presentation that 10 million units were sold Microsoft announced in October 2015 that individual platform sales in their fiscal reports will no longer be disclosed The company shifted focus to the amount of active users on Xbox Live as its primary metric of success International Data Corporation estimated 46 9 million sold worldwide through the second quarter of 2019 Xbox Series X S Ampere Anylytics estimated about 2 8 million units sold as of the end of 2020 IstochnikiBabb Jeffry 2013 The Impact Of Platform On Global Video Game Sales International Business amp Economics Research Journal 12 10 1273 1288 Conley James Spring 2004 Use of a Game Over Emulation and the Video Game Industry A White Paper Northwestern Journal of Technology and Intellectual Property 2 2 261 Orland Does the power of today s consoles keep up with historical trends neopr Ars Technica 11 noyabrya 2013 Data obrasheniya 3 iyulya 2021 9 oktyabrya 2022 goda Kemerer Chris F February 2017 Winners Take Some Dynamics in Digital Platform Markets A Reexamination of the Video Game Console Wars PDF Report University of Pittsburgh PDF 9 dekabrya 2017 Data obrasheniya 7 oktyabrya 2022 Maley Mike Video Games and Esports The Growing World of Gamers Greenhaven Publishing 2019 P 20 22 ISBN 978 1534568211 Gallager Scott February 2002 Innovation and Competition in Standard Based Industries A Historical Analysis of the U S Home Video Game Market IEEE Transactions on Engineering Management 49 1 67 82 doi 10 1109 17 985749 Istochnik PDF Report PDF 9 dekabrya 2017 Data obrasheniya 7 oktyabrya 2022 Prieger James Hu Wei Min November 2006 An Empirical Analysis of Indirect Network Effects in the Home Video Game Market doi 10 2139 ssrn 941223 S2CID 44033497 Corts Kenneth Lenderman Mara March 2009 Software exclusivity and the scope of indirect network effects in the U S home video game market International Journal of Industrial Organization 27 2 121 136 doi 10 1016 j ijindorg 2008 08 002 Gretz Richard November 2010 Hardware quality vs network size in the home video game industry 76 2 168 183 doi 10 1016 j jebo 2010 07 007 Gretz Richard 2010 Console Price and Software Availability in the Home Video Game Industry Atlantic Economic Journal 38 81 94 doi 10 1007 s11293 009 9209 3 S2CID 153330061 Srinivasan Arati Venkatraman N November 2010 Indirect Network Effects and Platform Dominance in the Video Game Industry A Network Perspective IEEE Transactions on Engineering Management 57 4 661 673 doi 10 1109 TEM 2009 2037738 S2CID 22380339 Derdenger Timothy 2014 Technological tying and the intensity of price competition An empirical analysis of the video game industry Quantitative Marketing and Economics 12 2 127 165 doi 10 1007 s11129 014 9143 9 S2CID 13439320 Zhou Yiyi November 2011 Bayesian estimation of a dynamic equilibrium model of pricing and entry in two sided markets application to video games Report CiteSeerX 10 1 1 219 4966 The 8 Generations of Video Game Consoles neopr BBC 1 dekabrya 2020 Data obrasheniya 1 dekabrya 2020 5 fevralya 2021 goda Lacina The Evolution of Game Console Design and American Gamers neopr Wired 5 noyabrya 2020 Data obrasheniya 1 dekabrya 2020 5 dekabrya 2020 goda Interview IBM GEKKO part II neopr Data obrasheniya 30 yanvarya 2014 7 oktyabrya 2022 goda Therrien Carl April 29 2015 Enter the bit wars A study of video game marketing and platform crafting in the wake of the TurboGrafx 16 launch 18 10 2323 2339 doi 10 1177 1461444815584333 Oshibka ne zadan parametr span style color 767600 zaglavie span v shablone publikaciya S 20 22 ISBN 978 1534568211 Nieborg David B 2014 Prolonging the Magic The political economy of the 7th generation console game Eludamos Journal for Computer Game Culture 8 1 47 63 Gallager Scott February 2002 Innovation and Competition in Standard Based Industries A Historical Analysis of the U S Home Video Game Market IEEE Transactions on Engineering Management 49 1 67 82 doi 10 1109 17 985749 Snider Before Nintendo and Atari How a black engineer changed the video game industry forever neopr USA Today 27 fevralya 2020 Data obrasheniya 29 iyulya 2020 7 oktyabrya 2022 goda Buchanan ODYSSEY 35 YEARS LATER neopr IGN 31 maya 2007 1 dekabrya 2016 goda Between 1970 and 1972 Magnavox and Baer work together to fully develop the Odyssey The set release date May 1972 The era of video games is about to explode Oshibka ne zadan parametr span style color 767600 zaglavie span v shablone publikaciya ISBN 978 0814337226 Oshibka ne zadan parametr span style color 767600 zaglavie span v shablone publikaciya ISBN 9780313379369 ot 9 fevralya 2023 na Wayback Machine Patterson Consoles of the 70s neopr GamesRadar 17 iyunya 2008 Data obrasheniya 29 iyulya 2020 7 oktyabrya 2022 goda Oshibka ne zadan parametr span style color 767600 zaglavie span v shablone publikaciya S 18 ISBN 9781000000924 ot 9 fevralya 2023 na Wayback Machine Picard Martin December 2013 The Foundation of Geemu A Brief History of Early Japanese video games International Journal of Computer Game Research 13 2 24 iyunya 2015 Data obrasheniya 19 noyabrya 2016 ISBN 978 0 9669617 0 6 High Score The Illustrated History of Electronic Games S 363 378 ISBN 978 0 07 223172 4 Weber Bruce April 13 2011 Gerald A Lawson Video Game Pioneer Dies at 70 The New York Times 12 maya 2019 Data obrasheniya 7 oktyabrya 2022 Channel F The Dot Eaters neopr thedoteaters com Data obrasheniya 30 noyabrya 2016 23 oktyabrya 2013 goda CVGA Disassembled Second Generation 1976 1984 neopr University of Michigan Data obrasheniya 20 iyulya 2020 20 iyulya 2020 goda Kent Steven ISBN 0 7615 3643 4 Beller Activision s Unlikely Hero neopr 15 yanvarya 2009 Data obrasheniya 12 fevralya 2019 6 avgusta 2017 goda Stream of video games is endless Milwaukee Journal December 26 1982 pp Business 1 12 marta 2016 Data obrasheniya 10 yanvarya 2015 Parish Greatest Years in Gaming History 1983 neopr USGamer 28 avgusta 2014 Data obrasheniya 13 sentyabrya 2019 29 yanvarya 2021 goda Patterson Brett Elston Consoles of the 80s neopr GamesRadar 18 iyunya 2008 Data obrasheniya 1 aprelya 2011 18 marta 2021 goda CVGA Disassembled Third Generation 1983 1990 neopr University of Michigan Data obrasheniya 20 iyulya 2020 20 iyulya 2020 goda PC Engine neopr PC Engine Data obrasheniya 9 yanvarya 2018 23 iyunya 2018 goda Oshibka ne zadan parametr span style color 767600 zaglavie span v shablone publikaciya ISBN 0 7615 3643 4 http g4tv com gamemakers episodes 4844 NES html a href wiki D0 A8 D0 B0 D0 B1 D0 BB D0 BE D0 BD Cite episode title Shablon Cite episode cite episode a series propushen ili pust spravka Vikipediya Obsluzhivanie CS1 url status ssylka ot 16 oktyabrya 2012 na Wayback Machine 25 Smartest Moments in Gaming neopr 22 GameSpy July 21 25 2003 2 sentyabrya 2012 goda Ramirez Anthony December 21 1989 The Games Played For Nintendo s Sales The New York Times 20 avgusta 2016 Data obrasheniya 28 iyunya 2010 Cunningham The NES turns 30 How it began worked and saved an industry neopr Ars Technica 15 iyulya 2013 Data obrasheniya 21 sentyabrya 2018 22 iyulya 2021 goda The Nintendo Threat Computer Gaming World June 1988 p 50 COMPANY NEWS Nintendo Suit by Atari Is Dismissed The New York Times May 16 1992 17 dekabrya 2007 Data obrasheniya 25 aprelya 2010 GameSpot com May 30 2003 Retrieved on August 23 2013 Fourth Generation 1988 1999 neopr University of Michigan Data obrasheniya 21 iyulya 2020 7 oktyabrya 2022 goda PC Engine neopr Pc engine co uk Data obrasheniya 25 dekabrya 2017 23 iyunya 2018 goda Therrien Carl April 29 2015 Enter the bit wars A study of video game marketing and platform crafting in the wake of the TurboGrafx 16 launch 18 10 2323 2339 doi 10 1177 1461444815584333 Sartori TurboGrafx 16 the console that time forgot and why it s worth re discovering neopr The Guardian 2 aprelya 2013 Data obrasheniya 21 iyulya 2020 1 iyulya 2018 goda Nicoll Benjamin 2017 Bridging the Gap The Neo Geo the Media Imaginary and the Domestication of Arcade Games 12 2 200 221 doi 10 1177 1555412015590048 Kline Stephen Digital play the interaction of technology culture and marketing S 128 150 ISBN 077357106X Robinson The Road To PS5 PSOne s Betrayal And Revenge Story neopr Video Games Chronicle 5 fevralya 2020 Data obrasheniya 6 fevralya 2020 9 marta 2021 goda Philips CD i 210 45 neopr Data obrasheniya 22 iyulya 2020 7 oktyabrya 2022 goda CVGA Disassembled Fifth Generation 1993 2001 neopr University of Michigan Data obrasheniya 22 iyulya 2020 6 iyulya 2022 goda Fahs Travis IGN Presents the History of Sega neopr 8 IGN 21 aprelya 2009 Data obrasheniya 1 maya 2014 6 noyabrya 2015 goda Nintendo Ultra 64 The Launch of the Decade Maximum The Video Game Magazine 2 107 8 November 1995 neopr Sony Computer Entertainment Data obrasheniya 12 dekabrya 2012 Arhivirovano iz originala 22 iyulya 2011 goda CVGA Disassembled Sixth Generation 1998 2009 neopr University of Michigan Data obrasheniya 22 iyulya 2020 6 iyulya 2022 goda Reserved All Rights April 17 2014 Press Start Sega s failed Dreamcast console has actually outsold Nintendo s Wii U sort of canada com angl 6 avgusta 2020 Data obrasheniya 30 noyabrya 2016 Fitzpatrick What Was The First Video Game Console To Ship With A Modem And Online Gaming Support amer angl How To Geek Data obrasheniya 5 yanvarya 2020 15 dekabrya 2016 goda Hardware Classics Sega Dreamcast brit angl Nintendo Life 16 aprelya 2015 Data obrasheniya 5 yanvarya 2020 4 marta 2016 goda angl https www ign com articles 1999 04 20 dreamcast launch plans unveiled a href wiki D0 A8 D0 B0 D0 B1 D0 BB D0 BE D0 BD Citation title Shablon Citation citation a title propushen ili pust spravka ot 7 oktyabrya 2022 na Wayback Machine angl https www ign com articles 2010 09 10 ign presents the history of dreamcast a href wiki D0 A8 D0 B0 D0 B1 D0 BB D0 BE D0 BD Citation title Shablon Citation citation a title propushen ili pust spravka Arhivirovano 26 yanvarya 2013 goda Kretschmer Tobias June 2016 Generational Transitions in Platform Markets The Role of Backward Compatibility Strategy Science 1 2 90 104 doi 10 1287 stsc 2015 0009 PlayStation 2 manufacture ends after 12 years The Guardian January 4 2013 21 sentyabrya 2013 Data obrasheniya 4 yanvarya 2013 Top 10 best selling videogame consoles brit angl Guinness World Records 21 dekabrya 2018 Data obrasheniya 5 yanvarya 2020 7 oktyabrya 2022 goda The making of the Xbox How Microsoft unleashed a video game revolution part 1 neopr VentureBeat 14 noyabrya 2011 Data obrasheniya 1 iyunya 2019 1 iyunya 2019 goda Martin Hilbert April 1 2011 The World s Technological Capacity to Store Communicate and Compute Information PDF Science 332 6025 60 65 Bibcode 2011Sci 332 60H doi 10 1126 science 1200970 PMID 21310967 PDF 13 marta 2016 Data obrasheniya 7 oktyabrya 2022 Dybwad Barb Xbox 360 launch date is November 22 neopr Engadget 15 sentyabrya 2005 Data obrasheniya 14 marta 2013 15 iyunya 2013 goda Yin Poole Peter Moore recounts 1 15bn Xbox 360 Red Ring of Death saga angl Eurogamer net Eurogamer net Data obrasheniya 2 iyulya 2015 24 fevralya 2021 goda What are the types of removable storage media is supported by the PlayStation 3 computer entertainment system neopr Sony Data obrasheniya 3 iyulya 2009 Arhivirovano iz originala 13 iyulya 2012 goda Ohannessian With Nintendo s Switch Game Console New Ideas Create New Experiences neopr 20 yanvarya 2017 Data obrasheniya 20 yanvarya 2017 20 yanvarya 2017 goda Hollensen Svend 2013 The Blue Ocean that disappeared the case of Nintendo Wii Journal of Business Strategy 34 5 25 35 doi 10 1108 JBS 02 2013 0012 Gorig Spieler verzweifelt gesucht nem 30 maya 2007 Data obrasheniya 18 iyunya 2007 29 yanvarya 2012 goda Seff neopr IGN 10 aprelya 2007 Data obrasheniya 18 iyunya 2007 Arhivirovano iz originala 6 iyunya 2007 goda Johnson Bobbie Q amp A Will Wright creator of the Sims neopr Guardian Unlimited 26 oktyabrya 2007 Data obrasheniya 25 sentyabrya 2008 13 oktyabrya 2013 goda Ackerman Sony PlayStation 3 ends shipments fulfilling 10 year promise angl CNET 30 maya 2017 Data obrasheniya 16 avgusta 2017 16 avgusta 2017 goda Wii U Sales neopr Data obrasheniya 9 sentyabrya 2016 8 oktyabrya 2022 goda Nintendo Best Selling First Party Wii U Games neopr Data obrasheniya 10 sentyabrya 2016 5 yanvarya 2017 goda neopr IGN Arhivirovano iz originala 21 sentyabrya 2013 goda Why you should wait on a Wii U review GamesBeat Games by Rus McLaughlin neopr VentureBeat Data obrasheniya 7 oktyabrya 2022 25 maya 2022 goda Next Gen Xbox Reveal Confirmed for May 21 neopr Den of Geek 24 aprelya 2013 Data obrasheniya 24 aprelya 2013 13 maya 2013 goda Parkin Nintendo s Switch Brings Some Magic Back neopr The New York Times 29 dekabrya 2017 Data obrasheniya 30 iyulya 2020 7 oktyabrya 2022 goda Life Nintendo Nintendo Switch Sales Surpass 111 Million brit angl Nintendo Life 3 avgusta 2022 Data obrasheniya 2 sentyabrya 2022 3 sentyabrya 2022 goda White Same How Xbox outgrew the console inside Phil Spencer s multi billion dollar gamble neopr 15 noyabrya 2021 Data obrasheniya 15 noyabrya 2021 15 noyabrya 2021 goda Leadbetter Inside Xbox Series X the full specs neopr Eurogamer 16 marta 2020 Data obrasheniya 16 marta 2020 16 marta 2020 goda Leadbetter Xbox Series X just how big is it and how does it compare to Xbox One X neopr Eurogamer 16 marta 2020 Data obrasheniya 16 marta 2020 16 marta 2020 goda Leadbetter Inside PlayStation 5 the specs and the tech that deliver Sony s next gen vision neopr Eurogamer 18 marta 2020 Data obrasheniya 18 marta 2020 18 marta 2020 goda Wales Sony clarifies overwhelming majority of PS4 games will be backward compatible on PS5 neopr Eurogamer 20 marta 2020 Data obrasheniya 8 aprelya 2020 6 aprelya 2020 goda Ellis David Dedicated Consoles Official Price Guide to Classic Video Games Random House 2004 P 33 36 ISBN 0 375 72038 3 Kent Steven Strange Bedfellows Ultimate History of Video Games Three Rivers Press 2001 P 94 95 ISBN 0 7615 3643 4 AtGames to Launch Atari Flashback 4 to Celebrate Atari s 40th Anniversary Press release November 12 2012 27 noyabrya 2012 Data obrasheniya 11 aprelya 2014 a href wiki D0 A8 D0 B0 D0 B1 D0 BB D0 BE D0 BD Cite press release title Shablon Cite press release cite press release a Ukazan bolee chem odin parametr accessdate and access date spravka Schrage Michael May 22 1984 Atari Introduces Game In Attempt for Survival The Washington Post p C3 ISSN 0190 8286 4 noyabrya 2013 Data obrasheniya 29 iyulya 2009 The company has stopped producing its 5200 SuperSystem games player more than 1 million of which were sold Axlon To Develop New Video Games For Atari ot 9 oktyabrya 2021 na Wayback Machine Press Release Atari June 1 1988 Editorial Ever Changing Atari Marketplace neopr Atarimagazines com Data obrasheniya 10 yanvarya 2018 30 iyunya 2016 goda Orlando Greg neopr Conde Nast Publications 15 maya 2007 Data obrasheniya 23 marta 2008 Arhivirovano iz originala 23 dekabrya 2008 goda Kleinfield N R July 21 1985 Coleco Moves Out Of The Cabbage Patch The New York Times p F4 11 yanvarya 2018 Data obrasheniya 13 yanvarya 2014 Coleco is now debating whether to withdraw from electronics altogether Colecovision still sells but it is a shadow of its former self Mehegan David May 8 1988 The Boston Globe p A1 ISSN 0743 1791 Arhivirovano iz originala 24 sentyabrya 2015 Data obrasheniya 23 aprelya 2014 When the game Telstar crashed hard earnings fell 50 percent in 1977 and the company lost 22 million in 1978 barely skirting bankruptcy after Handel then chief financial officer found new credit and mollified angry creditors after months of tough negotiation Coleco Industries sales report Press release April 17 1984 4 noyabrya 2013 Data obrasheniya 3 noyabrya 2013 First quarter sales of ColecoVision were substantial although much less that sic those for the year ago quarter Greenberg said in a prepared statement He said the company has sold 2 million ColecoVision games since its introduction in 1982 a href wiki D0 A8 D0 B0 D0 B1 D0 BB D0 BE D0 BD Cite press release title Shablon Cite press release cite press release a Ukazan bolee chem odin parametr accessdate and access date spravka Coleco s Net In Sharp Rise The New York Times Associated Press October 19 1985 p 45 ISSN 0362 4331 12 iyunya 2018 Data obrasheniya 13 yanvarya 2014 Thursday Coleco said the entire inventory of its troubled Adam personal computer has been sold along with much of its Colecovision inventory The company s chairman Arnold Greenberg said Coleco expects no more charges against earnings from the two discontinued products Dedicated Video Game Sales Units neopr Nintendo 31 dekabrya 2019 Data obrasheniya 19 fevralya 2020 21 iyunya 2017 goda Historical Data Consolidated Sales Transition by Region neopr xlsx Nintendo 27 aprelya 2017 Data obrasheniya 27 aprelya 2017 26 oktyabrya 2017 goda Magnavox Odyssey the first video game system neopr Pong Story 27 iyunya 1972 Data obrasheniya 17 noyabrya 2012 21 fevralya 2006 goda Top 25 Video Game Consoles of All Time Magnavox Odyssey 2 neopr IGN Data obrasheniya 31 oktyabrya 2013 8 sentyabrya 2009 goda Snow Blake July 30 2007 The 10 Worst Selling Consoles of All Time GamePro p 2 8 maya 2007 Data obrasheniya 25 oktyabrya 2008 neopr GameSpy Data obrasheniya 31 oktyabrya 2013 Arhivirovano iz originala 23 oktyabrya 2013 goda Buchanan Levi Genesis vs SNES By the Numbers neopr IGN 20 marta 2009 Nintendo moved 49 1 million Super NES consoles over the course of the generation and beyond far surpassing the Genesis which sold a still impressive 29 million units The Master System sold an anemic 13 million to the NES count of 62 million Data obrasheniya 31 oktyabrya 2013 2 marta 2014 goda Forster Winnie The Encyclopedia of Game Machines Consoles Handhelds and Home Computers 1972 2005 Magdalena Gniatczynska 2005 P 139 ISBN 3 00 015359 4 Sega Consoles Active installed base estimates 60 March 1995 cf here 1 here 2 and here 3 Nihon Kōgyō Shinbunsha 1986 Amusement Business Japan 31 7 12 Nihon Kogyo Shimbun 89 7 fevralya 2023 Data obrasheniya 24 yanvarya 2012 Eddy Andy 1999 GamePress p 349 ISBN 978 0 9669617 0 6 Atari sold a handful of its 5200s and 7800s and Sega sold a total of 2 million Master Systems Azevedo Theo Console em producao ha mais tempo Master System ja vendeu 8 mi no Brasil port 12 maya 2016 Comercializado no Brasil desde setembro de 1989 o saudoso Master System ja vendeu mais de 8 milhoes de unidades no pais segundo a Tectoy Data obrasheniya 13 maya 2016 14 maya 2016 goda Yearly market report yap 392 8 June 21 1996 Ernkvist Mirko The Video Game Industry Formation Present State and Future Routledge August 21 2012 P 158 ISBN 978 1 136 25824 4 ot 7 fevralya 2023 na Wayback Machine Azevedo Theo Vinte anos depois Master System e Mega Drive vendem 150 mil unidades por ano no Brasil port 30 iyulya 2012 Base instalada 5 milhoes de Master System 3 milhoes de Mega Drive Data obrasheniya 18 oktyabrya 2012 6 sentyabrya 2014 goda Sponsel Sebastian Interview Stefano Arnhold Tectoy neopr Sega 16 16 noyabrya 2015 Data obrasheniya 21 noyabrya 2015 4 oktyabrya 2018 goda Sega farms out Genesis neopr Consumer Electronics 2 marta 1998 Arhivirovano iz originala 9 iyulya 2012 goda neopr 14 Sega Corporation 1 avgusta 2001 A total of 3 39 million hardware units and 23 87 million software units were sold worldwide during fiscal 2001 for respective totals of 8 20 million units and 51 63 million units since Dreamcast was first brought to market Data obrasheniya 2 noyabrya 2015 Arhivirovano iz originala 24 sentyabrya 2015 goda neopr 4 Sega Corporation 23 oktyabrya 2001 Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production the Company exceeded initial targets with domestic sales of 130 000 units and U S sales of 530 000 units for the first half Consequently at the end of the half Dreamcast inventories totaled 40 000 units domestically and 230 000 units for the United States and we anticipate being able to sell all remaining units by the holiday season as initially planned Data obrasheniya 2 noyabrya 2015 Arhivirovano iz originala 26 iyulya 2015 goda neopr 6 Sega Corporation 1 iyulya 2002 The year ended March 31 2002 was a turning point for Sega We exited the hardware business ceasing production of Dreamcast and selling through the remaining inventory Data obrasheniya 2 noyabrya 2015 Arhivirovano iz originala 23 avgusta 2011 goda Nutt Christian Stalled engine The TurboGrafx 16 turns 25 neopr Gamasutra Data obrasheniya 13 avgusta 2016 1 yanvarya 2016 goda Phillips Tom SNES celebrates 20th birthday in UK neopr Eurogamer 11 aprelya 2012 Data obrasheniya 2 aprelya 2014 13 aprelya 2012 goda Life Nintendo Feature What NEC And Hudson Did Next The Disast sic Kategoriya Vikipediya Stranicy s nekorrektnym ispolzovaniem shablona sic Story Of The PC FX brit angl Nintendo Life 9 maya 2015 Data obrasheniya 14 maya 2019 24 sentyabrya 2022 goda neopr Sony Computer Entertainment Data obrasheniya 31 oktyabrya 2013 Arhivirovano iz originala 24 maya 2011 goda neopr Sony Computer Entertainment Data obrasheniya 28 oktyabrya 2013 Arhivirovano iz originala 30 iyunya 2013 goda neopr Sony Computer Entertainment Data obrasheniya 30 aprelya 2015 Arhivirovano iz originala 24 aprelya 2015 goda Makuch Eddie PS4 helps Sony s game division rise but PS3 sales see significant decrease neopr GameSpot 6 fevralya 2014 Data obrasheniya 13 dekabrya 2015 12 iyunya 2018 goda SIE Business Development neopr Sony Computer Entertainment 31 dekabrya 2020 Data obrasheniya 18 fevralya 2021 15 fevralya 2013 goda Stuart Keith PlayStation 2 manufacture ends after 12 years neopr The Guardian 4 yanvarya 2013 Data obrasheniya 22 noyabrya 2013 5 marta 2017 goda Ackerman Dan At long last end of the line for the Sony PlayStation 3 neopr CNET 30 maya 2017 Data obrasheniya 26 aprelya 2019 12 marta 2019 goda neopr Xbox com 10 maya 2006 Data obrasheniya 5 sentyabrya 2007 Arhivirovano iz originala 9 iyulya 2007 goda Makuch Eddie neopr GameSpot 9 iyunya 2014 Data obrasheniya 12 avgusta 2014 Arhivirovano iz originala 13 oktyabrya 2014 goda Porter Matt Xbox 360 Production Has Ended neopr IGN 20 aprelya 2016 Data obrasheniya 12 avgusta 2014 22 marta 2018 goda neopr Microsoft 3 dekabrya 2014 Finally our gaming business is thriving with the Xbox One hitting 10 million units sold I am thrilled to welcome Mojang and Minecraft community to Microsoft Data obrasheniya 31 yanvarya 2015 Arhivirovano iz originala 30 noyabrya 2016 goda Futter Mike Update Microsoft Will Focus Primarily On Xbox Live Usership Not Console Shipments neopr Game Informer 22 oktyabrya 2015 Data obrasheniya 22 oktyabrya 2015 25 dekabrya 2018 goda Haigh Marilyn Why Japanese gamers don t buy Xbox neopr CNBC 8 oktyabrya 2019 Data obrasheniya 1 noyabrya 2019 31 oktyabrya 2019 goda Nunneley Stephany Xbox Series X S PS5 sales about the same at launch as Xbox One and PS4 so far report neopr VG247 11 fevralya 2021 Data obrasheniya 18 fevralya 2021 30 iyunya 2021 goda
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